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Old November 1, 2017, 01:40   #11
HugoTheGreat2011
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Quote:
Originally Posted by Antoine View Post
Will these changes get back into ellipos?

A.
Not sure if those changes from Gwarl or 7.0.2 will make it back into ellipos. Someone will have to remind ellipitic
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Old November 1, 2017, 10:17   #12
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Quote:
Originally Posted by Antoine View Post
Will these changes get back into ellipos?

A.
I don't know whether elliptic is aware of this fork. I don't think he's maintaining his own fork. 7.x data files are incompatible with6.x files in some places. So it seems pretty unlikely.
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Old November 1, 2017, 23:46   #13
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Updated to fix bugged quests.

(things are still really horridly buggy though, bear with me)

Last edited by Gwarl; November 2, 2017 at 00:08.
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Old November 8, 2017, 00:01   #14
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Lots of changes. The new quests should be working now and there are three more of them
  • Two new brands - slay *good* and slay *living*. They can appear on weapons of slaying or rarely of death. Thanos slays *living* instead of good
  • Gauntlets of slaying can appear with an off-weapon slay (but not *slay*)
  • Weaponsmiths gain new 'special essences' - clarity combines rfear, rconf and rblind, vitality combines regen, slow digestion and hold life (and protection loses hold life). Slaying bonuses on armour now apply the full amount you paid for.
  • Humans gain talents at level 20 and 40 like demigods. Dunadan, barbarians and half-orcs gain one talent at elevel 30. Amberites feel left out.
  • More removed monsters have been replaced
  • Some game constants have altered. Small levels are more common, as are out of depth monsters and out of depth items.
  • Potions and scrolls appear in smaller piles
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Old November 8, 2017, 23:17   #15
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Bugged quests addressed (again).

Maybe this time they'll work!
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Old November 9, 2017, 05:52   #16
HugoTheGreat2011
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The Glass Castle, Anti-Magic cave, and Anti-Melee cave don't have Dungeon masters. Perhaps they should so players have more mid-game chances to get stat gains.
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Old November 9, 2017, 14:00   #17
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Yeah. Mine too. Not for stat-gains but because reaching the bottom of a dungeon is anticlimactic if there's no guardian.

Dungeons in general are going to get a reshuffle. Glass castle will become crystal castle and only partly made of glass. Glass walls will show up in some other dungeons. I might get rid of anti-melee cave and replace it with something else.
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Old November 16, 2017, 00:35   #18
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Changelog before I forget:
  • Dragons should be generally more lethal at close range
  • Evil creatures no longer automatically resist nether (demons/undead still get resistance/immunity)
  • More quest shuffling, nerf studded leather gloves
  • Some fixes to things that didn't work properly
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Old November 16, 2017, 08:43   #19
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Those nether changes sound like a huge buff to Death realm. 700 damage netherstorms against everything except demons/undead sound pretty powerful.
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Old November 16, 2017, 11:06   #20
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I'll start handing out resist nether flags to high level enemies like candy in order to compensate
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